phaser/docs/World.js___.html
2014-07-18 12:45:51 +01:00

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<h1 class="page-title">Source: core/World.js</h1>
<section>
<article>
<pre class="sunlight-highlight-javascript linenums">/**
* @author Richard Davey &lt;rich@photonstorm.com>
* @copyright 2014 Photon Storm Ltd.
* @license {@link https://github.com/photonstorm/phaser/blob/master/license.txt|MIT License}
*/
/**
* "This world is but a canvas to our imagination." - Henry David Thoreau
*
* A game has only one world. The world is an abstract place in which all game objects live. It is not bound
* by stage limits and can be any size. You look into the world via cameras. All game objects live within
* the world at world-based coordinates. By default a world is created the same size as your Stage.
*
* @class Phaser.World
* @extends Phaser.Group
* @constructor
* @param {Phaser.Game} game - Reference to the current game instance.
*/
Phaser.World = function (game) {
Phaser.Group.call(this, game, null, '__world', false);
/**
* The World has no fixed size, but it does have a bounds outside of which objects are no longer considered as being "in world" and you should use this to clean-up the display list and purge dead objects.
* By default we set the Bounds to be from 0,0 to Game.width,Game.height. I.e. it will match the size given to the game constructor with 0,0 representing the top-left of the display.
* However 0,0 is actually the center of the world, and if you rotate or scale the world all of that will happen from 0,0.
* So if you want to make a game in which the world itself will rotate you should adjust the bounds so that 0,0 is the center point, i.e. set them to -1000,-1000,2000,2000 for a 2000x2000 sized world centered around 0,0.
* @property {Phaser.Rectangle} bounds - Bound of this world that objects can not escape from.
*/
this.bounds = new Phaser.Rectangle(0, 0, game.width, game.height);
/**
* @property {Phaser.Camera} camera - Camera instance.
*/
this.camera = null;
};
Phaser.World.prototype = Object.create(Phaser.Group.prototype);
Phaser.World.prototype.constructor = Phaser.World;
/**
* Initialises the game world.
*
* @method Phaser.World#boot
* @protected
*/
Phaser.World.prototype.boot = function () {
this.camera = new Phaser.Camera(this.game, 0, 0, 0, this.game.width, this.game.height);
this.camera.displayObject = this;
this.camera.scale = this.scale;
this.game.camera = this.camera;
this.game.stage.addChild(this);
};
/**
* Updates the size of this world. Note that this doesn't modify the world x/y coordinates, just the width and height.
*
* @method Phaser.World#setBounds
* @param {number} x - Top left most corner of the world.
* @param {number} y - Top left most corner of the world.
* @param {number} width - New width of the world. Can never be smaller than the Game.width.
* @param {number} height - New height of the world. Can never be smaller than the Game.height.
*/
Phaser.World.prototype.setBounds = function (x, y, width, height) {
if (width &lt; this.game.width)
{
width = this.game.width;
}
if (height &lt; this.game.height)
{
height = this.game.height;
}
this.bounds.setTo(x, y, width, height);
if (this.camera.bounds)
{
// The Camera can never be smaller than the game size
this.camera.bounds.setTo(x, y, width, height);
}
this.game.physics.setBoundsToWorld();
};
/**
* Destroyer of worlds.
*
* @method Phaser.World#shutdown
*/
Phaser.World.prototype.shutdown = function () {
// World is a Group, so run a soft destruction on this and all children.
this.destroy(true, true);
};
/**
* This will take the given game object and check if its x/y coordinates fall outside of the world bounds.
* If they do it will reposition the object to the opposite side of the world, creating a wrap-around effect.
*
* @method Phaser.World#wrap
* @param {Phaser.Sprite|Phaser.Image|Phaser.TileSprite|Phaser.Text} sprite - The object you wish to wrap around the world bounds.
* @param {number} [padding=0] - Extra padding added equally to the sprite.x and y coordinates before checking if within the world bounds. Ignored if useBounds is true.
* @param {boolean} [useBounds=false] - If useBounds is false wrap checks the object.x/y coordinates. If true it does a more accurate bounds check, which is more expensive.
* @param {boolean} [horizontal=true] - If horizontal is false, wrap will not wrap the object.x coordinates horizontally.
* @param {boolean} [vertical=true] - If vertical is false, wrap will not wrap the object.y coordinates vertically.
*/
Phaser.World.prototype.wrap = function (sprite, padding, useBounds, horizontal, vertical) {
if (typeof padding === 'undefined') { padding = 0; }
if (typeof useBounds === 'undefined') { useBounds = false; }
if (typeof horizontal === 'undefined') { horizontal = true; }
if (typeof vertical === 'undefined') { vertical = true; }
if (!useBounds)
{
if (horizontal && sprite.x + padding &lt; this.bounds.x)
{
sprite.x = this.bounds.right + padding;
}
else if (horizontal && sprite.x - padding > this.bounds.right)
{
sprite.x = this.bounds.left - padding;
}
if (vertical && sprite.y + padding &lt; this.bounds.top)
{
sprite.y = this.bounds.bottom + padding;
}
else if (vertical && sprite.y - padding > this.bounds.bottom)
{
sprite.y = this.bounds.top - padding;
}
}
else
{
sprite.getBounds();
if (horizontal)
{
if ((sprite.x + sprite._currentBounds.width) &lt; this.bounds.x)
{
sprite.x = this.bounds.right;
}
else if (sprite.x > this.bounds.right)
{
sprite.x = this.bounds.left;
}
}
if (vertical)
{
if ((sprite.y + sprite._currentBounds.height) &lt; this.bounds.top)
{
sprite.y = this.bounds.bottom;
}
else if (sprite.y > this.bounds.bottom)
{
sprite.y = this.bounds.top;
}
}
}
};
/**
* @name Phaser.World#width
* @property {number} width - Gets or sets the current width of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "width", {
get: function () {
return this.bounds.width;
},
set: function (value) {
this.bounds.width = value;
}
});
/**
* @name Phaser.World#height
* @property {number} height - Gets or sets the current height of the game world.
*/
Object.defineProperty(Phaser.World.prototype, "height", {
get: function () {
return this.bounds.height;
},
set: function (value) {
this.bounds.height = value;
}
});
/**
* @name Phaser.World#centerX
* @property {number} centerX - Gets the X position corresponding to the center point of the world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "centerX", {
get: function () {
return this.bounds.halfWidth;
}
});
/**
* @name Phaser.World#centerY
* @property {number} centerY - Gets the Y position corresponding to the center point of the world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "centerY", {
get: function () {
return this.bounds.halfHeight;
}
});
/**
* @name Phaser.World#randomX
* @property {number} randomX - Gets a random integer which is lesser than or equal to the current width of the game world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "randomX", {
get: function () {
if (this.bounds.x &lt; 0)
{
return this.game.rnd.integerInRange(this.bounds.x, (this.bounds.width - Math.abs(this.bounds.x)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.x, this.bounds.width);
}
}
});
/**
* @name Phaser.World#randomY
* @property {number} randomY - Gets a random integer which is lesser than or equal to the current height of the game world.
* @readonly
*/
Object.defineProperty(Phaser.World.prototype, "randomY", {
get: function () {
if (this.bounds.y &lt; 0)
{
return this.game.rnd.integerInRange(this.bounds.y, (this.bounds.height - Math.abs(this.bounds.y)));
}
else
{
return this.game.rnd.integerInRange(this.bounds.y, this.bounds.height);
}
}
});
</pre>
</article>
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